Subj : src/doors/syncdoom/i_termsound.csrc/doors/syncdoom/CMakeLists.txt i_so To : Git commit to main/sbbs/master From : Rob Swindell (on Debian Linux) Date : Sun Jun 28 2026 23:51:28 https://gitlab.synchro.net/main/sbbs/-/commit/256363715550c553c1dea313 Added Files: src/doors/syncdoom/i_termsound.c Modified Files: src/doors/syncdoom/CMakeLists.txt i_sound.c syncdoom.c Log Message: syncdoom: digital sound effects via SyncTERM audio APC Wire SyncDOOM's SFX through the shared termgfx audio module (added for SyncDuke in the prior commit): a Doom sound_module_t (i_termsound.c) registered in i_sound.c's sound_modules[], so the engine's normal S_StartSound -> I_StartSound path drives it with no game-code changes. It builds the DS lump name, reads the DMX header (rate + 8-bit PCM) and hands the samples to termgfx_audio_sfx, which WAV-wraps and ships them to SyncTERM for libsndfile decode + mixing. syncdoom.c creates the manager in DG_Init, fires the libsndfile cap probe, and feeds inbound bytes in pump_input (with a one-shot "audio: tier=N" dlog). Gated on a libsndfile-capable SyncTERM (tier 1); a silent no-op otherwise. Validated live on SyncTERM 1.10a. Co-Authored-By: Claude Opus 4.8 --- þ Synchronet þ Vertrauen þ Home of Synchronet þ [vert/cvs/bbs].synchro.net .